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3 of 4 people found the following review helpful:
4.0 out of 5 stars
With a few improvements..., September 23, 2002
This game could have easily been perfect in my eyes. Don't get me wrong. It blew me away the first time I played it. It still does. But, there are a few things that annoy me:- I'd like to see some player bios. Granted, I know every Capcom character's life story through the many other Street Fighter games I've played, but what about the SNK side? Why the obvious tension between Iori and Kyo? Raiden seems out of place...what's his deal? I didn't appreciate having to extract what little background info I could from my King of Fighters '95 Game Boy game. - The intro movie could have been a lot better, as well as the endings. I couldn't help but cringe at the zooming effect on Geese. - What's up with Morrigan? Every other character looks great except for her. She looks more flat and grainy than the rest, like she was thrown into the game with a lot less effort. - Being a huge, huge Akuma fan, I almost threw this game away when I discovered that the Shun Goku Satsu was not in the moves list in the accompanying manual. If there's a world without that move, I don't want to live in it. It turns out that he DOES have it, but the only as a MAX "desperation move" (the player's life bar is flashing and the meter is charged to the maximum). The same goes for Morrigan's "Darkness Illusion," but, again, the manual lacks that information. - Some of the moves are extremely hard to do. It could be argued that I'm just not skilled enough or that my hands aren't what they used to be, but it sure is frustrating sometimes not being able to pull off even one of Geese's super moves. That sounds like a lot of complaints, but the game does have many strong points. Character strength is based on a ratio system, with 1 being the weakest characters and 4 being the strongest. In Arcade Mode, players get 4 ratio points to spend choosing characters. For example, Yamazaki is a ratio 3 character, so a player could only choose one more character, which would be from the 1 ratio group. Most characters also have an EX version, which can be bought with versus points in Price Mode. Some moves are unavailable in EX mode and some may change. Anyone who has played Street Fighter Alpha 3 with X-ism should find this familiar. EX changes are for the most part not in the instruction manual. The SNK drawings of characters are fantastic. Color Edit mode allows one to create custom color features for characters, which I find helpful for when I feel like Dan needs to be in a more conservatively colored gi. There are a lot more pre-fight taunts and demonstrations of power than in Street Fighter Alpha 3. Some of the dialogue really makes me want to work harder on my Japanese study, because what they do while they're talking makes what's to come a little more intense. (I'll have to see. Sometimes fighting game talk gets pretty stale.) All in all, a wonderful effort. Capcom vs. SNK Pro reinforces my belief that the Street Fighter and King of Fighters systems are superior to the competition.
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